System one, already has the formula that I would like to use in the sample game, and it seemed to work if I made the points for buy in on the game setting screen 1 point.

So, how do I do the weighted final table?

I would also like this to be based on the number of players. So I might need to a different formula. If there are 7 players in one game and 14 players in the other game, it's more difficult to win first place against 14 people so I think that the players in the 14 player game should get more points due to the number of players.

I know the first one and the last one is right, the second one I'm 80% sure of being right, while the third one I'm 60% sure that it's wrong. Hopefully this helps out some, Alvisar!

If you're looking to use Dr. Neau's formula, you want to take out the formula that you have. While it may work for what you want to do, you have it set up so that each position gets one more than the one before it, plus a bonus for the top 9. Dr. Neau's would be different (albeit I'm not sure how much, since I don't use it).

You would want the formula to be something like this:

sqrt(((n *bc ) * (bc / tc))) / (r + 1 )

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I have been using Dr. Neau's formula for six years now, and essentially, Magic fubu nailed it.

However, let me throw something out there that I encountered when we instituted a bounty chip at our tournaments...

When I used the formula sqrt(((n *bc ) * (bc / tc))) / (r + 1 ) as originally conceived, I found that when players purchased the optional bounty chip (which could also be purchased during a rebuy), those players were having the cost of the chip added to their buy-in total, and thus were being penalized for buying the chip. This came to light when we had a situation when at the end of one tournament, we actually had a player who didn't purchase a bounty chip get a higher point total in a lower finishing position than a player who had purchased a chip with a higher finishing position. This occurred because of the use of the "total cost" variable in the formula. Naturally, this was not my intention at all when we put the bounty chip into play, so I changed it slightly to this:

sqrt((n*bc)*(bc/(bc+rc)))/(r+1)

Whereby "total cost" is replaced with "buy-in cost" plus "rebuy cost"

I don't know if this applies to your situation, but I just thought that I'd share my experience with you.

I personally don't run into this, merely cause our league is a "free poker" league, thus this formula wouldn't work (bc=0). What I could suggest would be to make the bounty chip be an addon, and see if that helps. Alternatively, you could make their buy in be "actual buy in amount minus bounty chip cost". That way, they still pay, and the bounty chip doesn't hurt them. However, idk how the latter would affect the pot for you. Maybe someone else has a better solution

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